﻿/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package Box2D.Dynamics.Joints{
   

import Box2D.Common.Math.*;
import Box2D.Dynamics.*;
   

public class b2PrismaticJointDef extends b2JointDef
{
   public function b2PrismaticJointDef()
   {
      type = b2Joint.e_prismaticJoint;
      //localAnchor1.SetZero();
      //localAnchor2.SetZero();
      localAxis1.Set(1.0, 0.0);
      referenceAngle = 0.0;
      enableLimit = false;
      lowerTranslation = 0.0;
      upperTranslation = 0.0;
      enableMotor = false;
      maxMotorForce = 0.0;
      motorSpeed = 0.0;
   }
   
   public function Initialize(b1:b2Body, b2:b2Body, anchor:b2Vec2, axis:b2Vec2) : void
   {
      body1 = b1;
      body2 = b2;
      localAnchor1 = body1.GetLocalPoint(anchor);
      localAnchor2 = body2.GetLocalPoint(anchor);
      localAxis1 = body1.GetLocalVector(axis);
      referenceAngle = body2.GetAngle() - body1.GetAngle();
   }

   /// The local anchor point relative to body1's origin.
   public var localAnchor1:b2Vec2 = new b2Vec2();

   /// The local anchor point relative to body2's origin.
   public var localAnchor2:b2Vec2 = new b2Vec2();

   /// The local translation axis in body1.
   public var localAxis1:b2Vec2 = new b2Vec2();

   /// The constrained angle between the bodies: body2_angle - body1_angle.
   public var referenceAngle:Number;

   /// Enable/disable the joint limit.
   public var enableLimit:Boolean;

   /// The lower translation limit, usually in meters.
   public var lowerTranslation:Number;

   /// The upper translation limit, usually in meters.
   public var upperTranslation:Number;

   /// Enable/disable the joint motor.
   public var enableMotor:Boolean;

   /// The maximum motor torque, usually in N-m.
   public var maxMotorForce:Number;

   /// The desired motor speed in radians per second.
   public var motorSpeed:Number;
};

}